L L4D2node

CTEEnergySplash::Test

0x00afef70 · 293 bytes · __thiscall

_ZN15CTEEnergySplash4TestERK6VectorRK6QAngle

Decompiled

undefined (3 params)

/* CTEEnergySplash::Test(Vector const&, QAngle const&) */

void __thiscall CTEEnergySplash::Test(CTEEnergySplash *this,Vector *param_1,QAngle *param_2)

{
  float local_38;
  float local_34;
  float local_30;
  undefined **local_2c [8];
  
  if (((*(float *)param_1 != *(float *)(this + 0xc)) ||
      (*(float *)(param_1 + 4) != *(float *)(this + 0x10))) ||
     (*(float *)(param_1 + 8) != *(float *)(this + 0x14))) {
    *(float *)(this + 0xc) = *(float *)param_1;
    *(undefined4 *)(this + 0x10) = *(undefined4 *)(param_1 + 4);
    *(undefined4 *)(this + 0x14) = *(undefined4 *)(param_1 + 8);
  }
  AngleVectors(param_2,(Vector *)(this + 0x18));
  local_30 = 0.0;
  *(float *)(this + 0x14) = *(float *)(this + 0x14) + 24.0;
  local_38 = *(float *)(this + 0x18);
  local_34 = *(float *)(this + 0x1c);
  VectorNormalize((Vector *)&local_38);
  *(float *)(this + 0xc) = local_38 * 100.0 + *(float *)(this + 0xc);
  *(float *)(this + 0x10) = local_34 * 100.0 + *(float *)(this + 0x10);
  *(float *)(this + 0x14) = local_30 * 100.0 + *(float *)(this + 0x14);
  CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_2c);
  local_2c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
                    /* try { // try from 00aff048 to 00aff04c has its CatchHandler @ 00aff09e */
  CRecipientFilter::AddAllPlayers((CRecipientFilter *)local_2c);
                    /* try { // try from 00aff05e to 00aff060 has its CatchHandler @ 00aff0b0 */
  (**(code **)(*(int *)this + 0x14))(this,(CRecipientFilter *)local_2c,0);
  local_2c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
  CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_2c);
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)